;---------------------------------------------------------------------------
; ここからは必殺技のステート
;---------------------------------------------------------------------------
; 弱百式・鬼焼き　発動

[Statedef 1100]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 80
velset   = 0,0
anim     = 1100
ctrl     = 0
sprpriority = 3

[State 1120, 全身無敵]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1105

;---------------------------------------------------------------------------
; 弱百式・鬼焼き　攻撃

[Statedef 1105]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(17)!=0,0,3)
poweradd = 0
velset   = 0,0
anim     = 1105
ctrl     = 0
sprpriority = 5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,11
channel = 4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,2

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (3) <= 0
edge = 30,0

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 2
x = 20

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 2
x = 3.2
y = -5.5

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(2) > 0
y = .38

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 2
persistent = 0
anim = 1110
postype = P1
pos = 0,0
sprpriority = 10

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 7
persistent = 0
anim = 1115
postype = P1
pos = -10,15
sprpriority = 10

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = ifelse(Enemy,hitfall=1,24,92),18
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -60
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.2,-9.6
air.velocity = -3.2,-11.2
yaccel = .47
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8

[State 1000, ]
type = Varadd
trigger1 = var(17)!= 0
trigger1 = Movehit
var(17) = -1

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1120

;---------------------------------------------------------------------------
; 着地

[Statedef 1120]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1120
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
value = s4,0

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 軸位置移動]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 強百式・鬼焼き　発動

[Statedef 1150]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 110
velset   = 0,0
anim     = 1150
ctrl     = 0
sprpriority = 3

[State 1120, 全身無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1155

;---------------------------------------------------------------------------
; 強百式・鬼焼き　攻撃

[Statedef 1155]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(17)!=0,1,8)
poweradd = 100
velset   = 0,0
anim     = 1155
ctrl     = 0
sprpriority = 5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,11
channel = 4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,2

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (3) <= 0
edge = 30,0

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 2
x = 20

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 2
x = 3.8
y = -7.5

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(2) > 0
y = .42

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 2
persistent = 0
anim = 1110
postype = P1
pos = 0,0
sprpriority = 10

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 7
persistent = 0
anim = 1115
postype = P1
pos = -10,15
sprpriority = 10

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 54,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 13,14
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -60
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1
air.velocity = -3,-5
air.type = High
air.hittime = 12
air.fall = 1
fall.recover = 0
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = Movecontact = 0 && AnimElem = 2
trigger2 = AnimElem = 3
attr = A, SA
damage = 50,10
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,13
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -60
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.2,-10
air.velocity = -3.2,-10
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1160

;---------------------------------------------------------------------------
; 着地

[Statedef 1160]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1160
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
value = s4,0

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 軸位置移動]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 弱七拾五式・改

[Statedef 1200]
type     = S
movetype = A
physics  = S
juggle   = 7
poweradd = 60
velset   = 0,0
anim     = 1200
ctrl     = 0
sprpriority = 5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s3,0
channel = 4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,14

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (5) <= 0
edge = 30,0

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2
x = 5

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 4
x = 10

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(4) >= 0
x = 2.5

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 5
y = -4

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(5) > 0
y = .35

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 5
statetype = A

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 42,8
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7
air.velocity = -2.5,-5
yaccel = .45
air.type = High
air.hittime = 12
air.fall = 1
fall.recover = 0

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
triggerall = AnimElemtime(5) >= 0 && AnimElemtime(8) < 0
trigger1 = command = "a"
var(16) = 1

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
trigger1 = var(16) = 1
value = 1205

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1120

;---------------------------------------------------------------------------
; 弱七拾五式・改　二段目

[Statedef 1205]
type     = A
movetype = A
physics  = N
juggle   = 8
poweradd = 30
anim     = 1205
ctrl     = 0
sprpriority = 5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,3
channel = 4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,15

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (5) <= 0
edge = 30,0

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = 1
y = .25

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 32,7
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -2.3,-7
guard.velocity = -9
air.velocity = -2.3,-7
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1120

;---------------------------------------------------------------------------
; 強七拾五式・改

[Statedef 1250]
type     = S
movetype = A
physics  = S
juggle   = 6
poweradd = 60
velset   = 0,0
anim     = 1250
ctrl     = 0
sprpriority = 5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s3,0
channel = 4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,14

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (5) <= 0
edge = 30,0

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2
x = 5

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 4
x = 10

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(3) >= 3
x = 3

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 5
y = -4

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(5) > 0
y = .375

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 5
statetype = A

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 52,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4,-6
air.velocity = -4,-6
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
trigger1 = time = 0
var(17) = 0

[State 1000, ]
type = Varset
triggerall = AnimElemtime(5) >= 0 && AnimElemtime(8) < 0
trigger1 = command = "b"
var(16) = 1

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
trigger1 = var(16) = 1
value = 1255

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1160

;---------------------------------------------------------------------------
; 強七拾五式・改　二段目

[Statedef 1255]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 30
anim     = 1255
ctrl     = 0
sprpriority = 5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,3
channel = 4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,15

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (5) <= 0
edge = 30,0

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = 1
x = -.07
y = .28

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 32,7
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -2.2,-11.5
guard.velocity = -10
air.velocity = -2.2,-11.5
yaccel = .54
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0

[State 1000, ]
type = Varset
trigger1 = Movehit
var(17) = 3

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1160

;---------------------------------------------------------------------------
; 百拾四式・荒咬み

[Statedef 1600]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 30
velset   = 0,0
anim     = 1600
ctrl     = 0
sprpriority = 3

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 25,0

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 3 | AnimElem = 4
x = 10

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,24
channel = 8

[State 1200, ]
type = ReversalDef
trigger1 = 1
reversal.attr = SA,NA,SA
numhits = 0
pausetime = 12,13
sparkno = s4120
hitsound = s2,1

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1605

;---------------------------------------------------------------------------
; 百拾四式・荒咬み　攻撃

[Statedef 1605]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 0
velset   = 0,0
anim     = 1601
ctrl     = 0
sprpriority = 3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 13
value = s10,25

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,4

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (4) <= 0
edge = 10,0

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2 | AnimElem = 3
x = 10

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 12
x = -15

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimTime = 0
x = -12

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 6
persistent = 0
anim = 1605
postype = P1
pos = 70,-60
sprpriority = 10
ignorehitpause = 1
ID = 1600

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 36,8
animtype = Hard
guardflag = MA
hitflag = MAFP
priority = 3, Hit
pausetime = 10,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -9
air.velocity = -4,-4.5
air.hittime = 12
air.fall = 1
fall.recover = 0
air.cornerpush.veloff = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
triggerall = var(18) = 0
triggerall = AnimElemtime(12) < 0
trigger1 = command = "百拾四式・荒咬み" || command = "百拾五式・毒咬み"
var(16) = 1

[State 1000, ]
type = Varset
triggerall = var(18) = 0
triggerall = AnimElemtime(12) < 0
trigger1 = command = "百弐拾七式・八錆"
var(16) = 2

[State 1000, ]
type = Varset
triggerall = var(18) = 1
triggerall = AnimElemtime(12) < 0
trigger1 = command = "百拾四式・荒咬み"
var(18) = 2

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(9) >= 3 && AnimElemtime(12) < 0
trigger1 = var(16) = 1
value = 1610

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(11) >= 1 && AnimElemtime(13) < 0
trigger1 = var(16) = 2
value = 1620

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(9) >= 3 && AnimElemtime(12) < 0
trigger1 = var(18) = 2
value = 1610

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百弐拾八式・九傷

[Statedef 1610]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(17)!=0,1,2)
poweradd = 30
velset   = 0,0
anim     = 1610
ctrl     = 0
sprpriority = 3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,26
channel = 8

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,4

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (5) <= 0
edge = 30,0

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 4 | AnimElem = 5 | AnimElem = 8
trigger2 = AnimElem = 9
x = 10

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 1615
postype = P1
pos = 55,-60
sprpriority = 10
ignorehitpause = 1
ID = 1610

[State 2000,]
type = RemoveExplod
trigger1 = AnimElem = 5
ID = 1600

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 30,6
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -3,-5.5
air.velocity = -3,-8
yaccel = .4
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
trigger1 = Movehit
var(17) = 3

[State 1000, ]
type = Varset
triggerall = var(18) = 0
triggerall = AnimElemtime(5) >= 0 && AnimElemtime(7) < 12
trigger1 = command = "x" || command = "y"
var(16) = 1

[State 1000, ]
type = Varset
triggerall = var(18) = 0
triggerall = AnimElemtime(5) >= 0 && AnimElemtime(7) < 12
trigger1 = command = "a" || command = "b"
var(16) = 2

[State 1000, ]
type = Varset
triggerall = var(18) = 2
triggerall = AnimElemtime(5) >= 0 && AnimElemtime(7) < 12
trigger1 = command = "強七拾五式・改"
var(18) = 3

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(7) >= 4 && AnimElemtime(7) < 12
trigger1 = var(16) = 1
value = 1620

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(7) >= 4 && AnimElemtime(7) < 12
trigger1 = var(16) = 2
value = 1630

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(7) >= 4 && AnimElemtime(7) < 12
trigger1 = var(18) = 3
value = 1630

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百弐拾七式・八錆

[Statedef 1620]
type     = S
movetype = A
physics  = S
juggle   = 2
poweradd = 30
velset   = 0,0
anim     = 1620
ctrl     = 0
sprpriority = 3

[State 1000, 音を鳴らす]
type = PlaySnd
triggerall = prevstateno = 1605
trigger1 = AnimElem = 4
value = s10,27
channel = 8

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,4

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (4) <= 0
edge = 30,0

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2 | AnimElem = 3 | AnimElem = 4
x = 10

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
anim = 1315
postype = P1
pos = 60,-80
sprpriority = 10
ignorehitpause = 1
ID = 1600

[State 2000,]
type = RemoveExplod
trigger1 = AnimElem = 5
ID = 1610

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 34,6
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 11,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -4,15
air.velocity = -4,15
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
triggerall = prevstateno = 1605
triggerall = AnimElemtime(6) < 0
trigger1 = command = "x" || command = "y"
var(16) = 1

[State 1000, ]
type = Varset
triggerall = prevstateno = 1605
triggerall = AnimElemtime(6) < 0
trigger1 = command = "a" || command = "b"
var(16) = 2

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(5) >= 10 && AnimElemtime(6) < 0
trigger1 = var(16) = 1
value = 1640

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(5) >= 10 && AnimElemtime(6) < 0
trigger1 = var(16) = 2
value = 1630

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百弐拾五式・七瀬

[Statedef 1630]
type     = S
movetype = A
physics  = S
juggle   = 2
poweradd = 30
velset   = 0,0
anim     = 1625
ctrl     = 0
sprpriority = 3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,4

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 5 | AnimElem = 6 | AnimElem = 8
x = 10

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 10
x = -10

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 12 | AnimElem = 14
x = -5

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 24,8
animtype = Diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = -20, -75
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -6,-6.5
guard.velocity = -9
air.velocity = -6,-6.5
yaccel = .45
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
triggerall = var(18) = 3
triggerall = AnimElemtime(7) >= 0 && AnimElemtime(13) < 0
trigger1 = command = "百弐拾参式・灼焉"
var(18) = 4

[State 1000,]
type = ChangeState
triggerall = power >= 1000
trigger1 = command = "1650"
trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(13) < 0
var(18) = 4
value = 1650

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 外式・砌穿ち

[Statedef 1640]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 30
velset   = 0,0
anim     = 1630
ctrl     = 0
sprpriority = 3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s0,4

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (5) <= 0
edge = 30,0

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2 | AnimElem = 3 | AnimElem = 4 | AnimElem = 5
x = 10

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 8 | AnimElem = 10
x = -10

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 1315
postype = P1
pos = 70,-30
sprpriority = 10

[State 2000,]
type = RemoveExplod
trigger1 = AnimElem = 5
ID = 1600

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 32,6
animtype = Hard
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 13,14
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -40
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,15
air.velocity = -3,15
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
fall.envshake.ampl = 5
fall.envshake.freq = 100
fall.envshake.time = 15
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百弐拾参式・灼焉
; CNS レベル: 中級

[Statedef 1650]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1650
ctrl     = 0
sprpriority = 0

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElem = 4
value = SCA
time = 30

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 4
anim = -1
poweradd = -1000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(4) <= 30
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 4
anim = 7000
pos = 3,-130
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 4
anim = 7010
pos = 3,-130
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1


[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 5
name = "BAKUHATSU"
stateno = 1660
ID = 1660
helpertype = normal
pos = -15,-60
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 5
name = "BAKUHATSU"
stateno = 1660
ID = 1660
helpertype = normal
pos = 5,-60
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 5
name = "BAKUHATSU"
stateno = 1660
ID = 1660
helpertype = normal
pos = -5,-50
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 5
name = "BAKUHATSU"
stateno = 1660
ID = 1660
helpertype = normal
pos = 5,-40
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 5
name = "BAKUHATSU"
stateno = 1660
ID = 1660
helpertype = normal
pos = 10,-60
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 5
name = "BAKUHATSU"
stateno = 1660
ID = 1660
helpertype = normal
pos = -5,-50
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 5
name = "BAKUHATSU"
stateno = 1660
ID = 1660
helpertype = normal
pos = 15,-60
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 5
name = "BAKUHATSU"
stateno = 1660
ID = 1660
helpertype = normal
pos = -15,-40
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,45

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s9,0

[State 1000, ]
type = Varset
trigger1 = Animtime = 0
var(18) = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 爆発ヘルパー

[Statedef 1660]
type     = A
movetype = A
physics  = N
juggle   = 1
ctrl     = 0
anim     = 1660
sprpriority = 15

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4430
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4435
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4440
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4445
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1001, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow ;影を消す

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s12,5

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, HP
damage = 100, 0
getpower = 0
animtype = up
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime = 0, 10
sparkno = -1
guard.sparkno = s4120
hitsound = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0,-7
guard.velocity = 9
air.type = High
air.velocity = 0,-7
yaccel = .4
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 2100,]
type = Envcolor
trigger1 = time = 0
time = 1
value = 255,255,255
under = 0

[State 810,]
type = EnvShake
trigger1 = time = 0
ampl = 5
freq = 90
time = 15

[State 1000, ]
type = Varset
trigger1 = Movehit
var(17) = 3

[State 1001, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 強　四百弐拾七式・轢鉄１

[Statedef 1350]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(17)!=0,1,2)
poweradd = 30
velset   = 0,0
anim     = 1500
ctrl     = 0
sprpriority = 3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10,18

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = s0,4

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (4) <= 0
edge = 5,0

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 6
persistent = 0
anim = 1615
postype = P1
pos = 55,-65
velset = .2,-.3
sprpriority = 10
ignorehitpause = 1
ID = 1650

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = ifelse(Enemy,Statetype!=A,85,40),ifelse(Enemy,Statetype!=A,16,8)
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = ifelse(Enemy,Statetype!=A,20,11),ifelse(Enemy,Statetype!=A,22,11)
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,ifelse(Enemy,Statetype!=A,4,1)
guardsound = s2,1
ground.type = High
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -8
air.velocity = -3.5,-7.5
yaccel = .42
air.hittime = 12
air.fall = 1
fall.recover = 0
air.cornerpush.veloff = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1
p2stateno = 2320

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1355

;---------------------------------------------------------------------------
; 強　四百弐拾七式・轢鉄２

[Statedef 1355]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(17)!=0,1,2)
poweradd = 0
velset   = 0,0
anim     = 1505
ctrl     = 0
sprpriority = 3

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 22,5
animtype = Hard
guardflag = H
hitflag = AF
priority = 3, Hit
pausetime = 9,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -4,-8.5
air.velocity = -3.5,-8.5
yaccel = .48
air.hittime = 12
fall = 1
fall.recover = 0
air.cornerpush.veloff = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
trigger1 = Movehit
var(17) = 3

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 弱　四百弐拾七式・轢鉄　ジャンプ

[Statedef 1300]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 30
velset   = 0,0
anim     = 1400
ctrl     = 0
sprpriority = 3

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 300
trigger1 = Movehit
anim = 1660
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1
scale =0.35,0.35

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 300
trigger1 = Movehit
anim = 4430
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 300
trigger1 = Movehit
anim = 4435
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 300
trigger1 = Movehit
anim = 4440
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 300
trigger1 = Movehit
anim = 4445
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 10,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3,1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,17

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 3
x = 10

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 5.4

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 3
y = -2.5

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(3) > 0
y = .45

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1310

;---------------------------------------------------------------------------
; 弱　四百弐拾七式・轢鉄

[Statedef 1310]
type     = S
movetype = A
physics  = S
juggle   = 2
poweradd = 30
velset   = 0,0
anim     = 1405
ctrl     = 0
sprpriority = 3

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 15,0

[State 1000, 軸位置移動]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 12
x = 8

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 5 | AnimElem = 6 | AnimElem = 10 | AnimElem = 11
x = 10

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = s0,4

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 6
persistent = 0
anim = 1615
postype = P1
pos = 40,-65
velset = .2,-.3
sprpriority = 10
ignorehitpause = 1
ID = 1650

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 96,18
animtype = Hard
guardflag = H
hitflag = MAFP
priority = 3, Hit
pausetime = 10,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -2.4,-10
air.velocity = -2.4,-10
yaccel = .45
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = Movehit
var(17) = 3

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百拾五式・毒咬み

[Statedef 1700]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 100
velset   = 0,0
anim     = 1700
ctrl     = 0
sprpriority = 3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s10,10

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = s0,4

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (4) <= 0
edge = 50,0

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (4) >= 0 && AnimElemTime (13) <= 0
edge = 30,0

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 16
x = 5

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 4 | AnimElem = 5 | AnimElem = 6
trigger2 = AnimElem = 8 | AnimElem = 10 | AnimElem = 11 | AnimElem = 14
x = 10

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3 
x = 15

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 9
x = 20

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 11
persistent = 0
anim = 1605
postype = P1
pos = 55,-65
sprpriority = 10
ignorehitpause = 1
ID = 1700

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 40,8
animtype = Hard
guardflag = MA
hitflag = MAFP
priority = 3, Hit
pausetime = 10,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -9
air.velocity = -4,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
trigger1 = time = 0
var(18) = 0

[State 1000, ]
type = Varset
triggerall = AnimElemtime(15) < 0
trigger1 = command = "百弐拾七式・八錆"
var(16) = 1

[State 1000, ]
type = Varset
triggerall = AnimElemtime(11) >= 0 && AnimElemtime(15) < 0
trigger1 = command = "百拾五式・毒咬み"
var(18) = 1

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(13) >= 5 && AnimElemtime(15) < 0
trigger1 = var(16) = 1
value = 1710

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(13) >= 3 && AnimElemtime(15) < 0
trigger1 = var(18) = 1
value = 1600

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 四百壱式・罪詠み

[Statedef 1710]
type     = S
movetype = A
physics  = S
juggle   = 2
poweradd = 10
velset   = 0,0
anim     = 1710
ctrl     = 0
sprpriority = 3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,4

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 25,0

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2 | AnimElem = 3 | AnimElem = 4
x = 10

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
anim = 1615
postype = P1
pos = 45,-65
sprpriority = 10
ignorehitpause = 1
ID = 1710

[State 2000,]
type = RemoveExplod
trigger1 = AnimElem = 4
ID = 1700

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 30,6
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -7
air.velocity = -3,-5
air.hittime = 12
air.fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
triggerall = AnimElemtime(6) < 0
trigger1 = command = "holdfwd"
trigger1 = command = "x" || command = "y"
var(16) = 1

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(5) >= 2 && AnimElemtime(6) < 0
trigger1 = var(16) = 1
value = 1720

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 四百弐式・罰詠み

[Statedef 1720]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 10
velset   = 0,0
anim     = 1720
ctrl     = 0
sprpriority = 3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s3,0

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (3) >= 0 && AnimElemTime (6) <= 0
edge = 20,-50

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 3 | AnimElem = 4 | AnimElem = 5
x = 10

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 4
x = 3
y = -5

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(4) > 0
y = .38

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 23,4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -75
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -2,-9
air.velocity = -2,-9
yaccel = .43
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
triggerall = AnimElemtime(4) >= 0 && AnimElemtime(6) < 0
trigger1 = command = "弱百式・鬼焼き" || command = "強百式・鬼焼き"
var(16) = 1

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(5) >= 1 && AnimElemtime(6) < 0
trigger1 = var(16) = 1
value = 1730

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 20
value = 1160

;---------------------------------------------------------------------------
; 百式・鬼焼き

[Statedef 1730]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 10
anim     = 1730
ctrl     = 0
sprpriority = 5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,11

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s12,2

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (3) <= 0
edge = 30,0

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 1
y = -3.5

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = 1
y = .32

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
persistent = 0
anim = 1110
postype = P1
pos = 0,0
sprpriority = 10

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 6
persistent = 0
anim = 1115
postype = P1
pos = -10,15
sprpriority = 10

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 20,4
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -60
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.2,-8
guard.velocity = -9
air.velocity = -3.2,-8
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1160

;---------------------------------------------------------------------------
; 弱独楽屠り

[Statedef 1800]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 90
velset   = 0,0
anim     = 1800
ctrl     = 0
sprpriority = 5

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (3) >= 0
edge = 30,-60

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,12

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s0,4

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 3
x = 10

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 4

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 3
y = -8.5

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(3) >= 0
y = .72

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = A, SA
damage = 100,20
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 6,6
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -75
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,15
guard.velocity = -11
air.velocity = -5,15
airguard.velocity = -5,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
fall.envshake.ampl = 5
fall.envshake.freq = 90
fall.envshake.time = 15

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 100,20
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 1,1
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -75
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8,-5
guard.velocity = -11
air.velocity = -1,-5
airguard.velocity = -5,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
fall.envshake.ampl = 5
fall.envshake.freq = 90
fall.envshake.time = 15

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1160

;---------------------------------------------------------------------------
; 強独楽屠り

[Statedef 1850]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 90
velset   = 0,0
anim     = 1850
ctrl     = 0
sprpriority = 5

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (3) >= 0
edge = 30,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,16

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s0,4

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 3
x = 10

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 8

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 3
y = -11

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(3) >= 0
x = -.1
y = .7

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 100,20
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 1,1
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -75
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-5
guard.velocity = -11
air.velocity = -1,-5
airguard.velocity = -5,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
fall.envshake.ampl = 5
fall.envshake.freq = 90
fall.envshake.time = 15

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = A, SA
damage = 120,24
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 6,6
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -75
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,15
guard.velocity = -11
air.velocity = -5,15
airguard.velocity = -5,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
fall.envshake.ampl = 5
fall.envshake.freq = 90
fall.envshake.time = 15

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1160

;---------------------------------------------------------------------------
; 弱空中独楽屠り

[Statedef 1500]
type     = A
movetype = A
physics  = N
juggle   = 8
poweradd = 90
velset   = 0,0
anim     = 1900
ctrl     = 0
sprpriority = 5

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 30,-60

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s3,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,12

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s0,4

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(2) >= 0
x = 4

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 2
y = -2.5

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(2) >= 0
y = .6

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 80,16
animtype = up
guardflag = MA
hitflag = HAF
priority = 3, Hit
pausetime = 6,6
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -75
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,15
guard.velocity = -11
air.velocity = -5,15
airguard.velocity = -5,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
fall.envshake.ampl = 5
fall.envshake.freq = 90
fall.envshake.time = 15

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1160

;---------------------------------------------------------------------------
; 強空中独楽屠り

[Statedef 1550]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 90
velset   = 0,0
anim     = 1550
ctrl     = 0
sprpriority = 5

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemtime(3) > 0
edge = 20,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,26

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 17
value = s181,1

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 3
x = 6

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(5) <= 0
x = 8.8

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 3
y = -3.5

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(17) <= 0
x = -.155

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(3) >= 0
y = .04

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 31
y = 1

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A
physics  = N

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
anim = 11100
postype = P1
pos = 40,-30
sprpriority = 10

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 8
persistent = 0
anim = 11100
postype = P1
pos = 40,-30
sprpriority = 10

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 1660
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1
scale =0.35,0.35

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 100
trigger1 = Movehit
anim = 4430
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 100
trigger1 = Movehit
anim = 4435
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 100
trigger1 = Movehit
anim = 4440
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 100
trigger1 = Movehit
anim = 4445
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage = 36,8
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5,5
sparkno = s4010
guard.sparkno = s7010
sparkxy = -25, -70
hitsound = s1,1
guardsound = s121,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-7.5
air.velocity = -5,-7
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 29,6
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 5,5
sparkno = s4010
guard.sparkno = s7010
sparkxy = -25, -70
hitsound = s1,1
guardsound = s121,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-6
air.velocity = -5,-6
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage = 29,6
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 5,5
sparkno = s4010
guard.sparkno = s7010
sparkxy = -25, -70
hitsound = s1,1
guardsound = s121,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-6
air.velocity = -5,-6
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage = 29,6
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 5,5
sparkno = s4010
guard.sparkno = s7010
sparkxy = -25, -70
hitsound = s1,1
guardsound = s121,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-6
air.velocity = -5,-6
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 16
attr = S, SA
damage = 29,6
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 5,5
sparkno = s4010
guard.sparkno = s7010
sparkxy = -25, -70
hitsound = s1,1
guardsound = s121,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-6
air.velocity = -5,-6
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 17
attr = S, SA
damage = 29,6
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 5,5
sparkno = s4010
guard.sparkno = s7010
sparkxy = -25, -70
hitsound = s1,1
guardsound = s121,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-6
air.velocity = -5,-6
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 18
trigger2 = AnimElem = 19
trigger3 = AnimElem = 20
trigger4 = AnimElem = 21
trigger5 = AnimElem = 22
trigger6 = AnimElem = 23
trigger7 = AnimElem = 24
trigger8 = AnimElem = 25
trigger9 = AnimElem = 26
trigger10 = AnimElem = 27
trigger11 = AnimElem = 28
trigger12 = AnimElem = 29
attr = S, SA
damage = 29,6
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 5,5
sparkno = s4010
guard.sparkno = s7010
sparkxy = -25, -70
hitsound = s1,1
guardsound = s121,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-6
air.velocity = -5,-6
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 30
attr = S, SA
damage = 29,6
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 5,5
sparkno = s1660
guard.sparkno = s7010
sparkxy = -25, -70
hitsound = s12,5
guardsound = s121,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-6
air.velocity = -5,-6
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
p2stateno = 2340
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1160

[Statedef 1450]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 100
velset   = 0,0
anim     = 14500
ctrl     = 0
sprpriority = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 50,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s5,0
channel = 4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,4

[State 1000, 音を鳴らす]
type = StopSnd
trigger1 = AnimElem = 10
channel = 4

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(10) <= 0
x = 9

[State 1000, 軸位置移動]
type = Velset
trigger1 = Animtime = 0
x = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(9) <= 0
trigger1 = p2bodydist X < 70
value = 1405

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 琴月　肘打ち

[Statedef 1405]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 14050
sprpriority = 5

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 30,0

[State 1000, 音を鳴らす]
type = StopSnd
trigger1 = Time = 0
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,1

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 2
x = 10

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 6
x = -10

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) < 0
x = 8

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 5
x = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 30, 6
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -20, -60
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 19
ground.hittime  = 20
ground.velocity = -10
air.type = High
air.velocity = -5,-5
air.hittime = 12
air.fall = 1
fall.recover = 0


[State 210, ステート変更]
type = ChangeState
trigger1 = Movecontact
value = 1410

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 琴月　掴み

[Statedef 1410]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 1410
sprpriority = 5

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemtime(1) > 0 && AnimElemtime(3) < 0
edge = 50,0

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 3
x = 10

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 2
x = 30

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, ST
damage = 0, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -60
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 19
ground.hittime  = 20
ground.velocity = 0
guard.velocity = -9
air.type = High
air.velocity = 0,0
airguard.velocity = -4,-5
air.hittime = 12
fall = 1
fall.recover = 0
p1stateno = 1415
p2stateno = 1420
p1facing = 1
p2facing = 1
ground.cornerpush.veloff = ifelse(Movehit=1,1,0)
air.cornerpush.veloff = ifelse(Movehit=1,1,0)

[State 1000, p2GCRUSH]
type = targetstate
trigger1 = moveguarded
trigger1 = p2statetype != A
persistent = 0
value = 2044
ctrl = 0


[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 琴月　爆破

[Statedef 1415]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 1415
sprpriority = 5

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 1660
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1
scale =0.35,0.35

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4430
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4435
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4440
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4445
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 50,0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,5

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,5

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s4001,1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s2200,5

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
persistent = 0
anim = 1660
postype = P1
pos = 0,-140
sprpriority = 10

[State 1100, エフェクト表示]
type = Explod
trigger1 = time = 40
persistent = 0
anim = 1660
postype = P1
pos = 0,-140
sprpriority = 10

[State 810, 3]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) <= 0
pos = 42, -90

[State 810, 3]
type = TargetBind
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) <= 0
pos = 42, -122

[State 810, 3]
type = TargetBind
trigger1 = AnimElemtime(3) = 1
pos = 42, -50

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = 1
value = 0

[State 810,]
type = EnvShake
trigger1 = AnimElem = 3
ampl = 10
freq = 100
time = 20

[State 810, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NT
damage = 100,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = -1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-10
air.velocity = -3,-10
yaccel = .5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
p2stateno = 90133
palfx.time = 50
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
getpower = 87,87
givepower = 24,24
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s1,9

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げられている相手の動作

[Statedef 1420]
type    = A
movetype= H
physics = N
velset = 0,0

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1420

[State 820, 1]
type = SelfState
trigger1 = Animtime = 0
trigger2 = Enemy,Stateno != 1415
value = 5100

[Statedef 90133]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1


[State 52, 1]
type = VelSet
trigger1 = AnimElem = 4
x = -2.4
y = -13

[State 52, 2]
type = Veladd
trigger1 = AnimElemtime(4) >= 0
y = .52

[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 100
time = 15

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 90133

[State 1830]
type = SelfState
triggerall = AnimElemtime(5) >= 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100
;この下、一行以上空ける事…

